Clerical Spell Specification
2. Improve Odds (also known as "Lucky Stars")
BTS: 50% (Wp)
ULT: 7 hours
Materials: a die or good luck charm
Actions: roll or kiss Materials
Effect of Throw: (T/20) FRU Lucky Stars
Max. Expenditure per sec.:
M -5M2
Range: d feet -5d(d+1)/2% if specified, cast on
another Being
Duration: 1t min -5t(t-1)/2%
Notes:
- Cast on a single Target Being.
- Target receives Lucky Stars which only they may apply to 3d6, d20 or
d100 success rolls or saving throws they may make within Duration.
The Lucky Stars disappear as they are expended.
- Target can see the Lucky Stars floating around their head, so they
know how many they have left. Other Beings cannot see the Lucky
Stars, though Truesight may
enable them to be seen.
- Before rolling any such dice, Target may choose to modify
the dice roll either way by up to M Lucky Stars. To modify a 3d6 or d20
roll costs 1 Lucky Star per point modifed (e.g. +2 on an Elementalist
Spell Roll costs 2 Lucky Stars). To modify a d100 roll costs 1
Lucky Star per 5% modifed (e.g. +15% on a saving throw roll costs 3
Lucky Stars). Lucky Stars may only be expended in whole numbers, up to
M Lucky Stars per second.
- Lucky Stars may not be expended on other dice
rolls (e.g. Inititiative Rolls) or Damage rolls (even if Target happens
to be doing 3d6 or d20 DAM) or upon d100 rolls made by the DM to see
whether things happen (e.g. for Encounters). They may be used for
ChaosMastery (though the effects
of this are likely to be unpredictable).
- Once all Lucky Stars from T have been used in this way the
Spell Effect ends. Duration may be extended to preserve unused
Lucky Stars.
- Lucky Stars may be expended on a further Cast of Improve Odds during
Duration to top up the available Stars. Duration for all available
Lucky Stars is then the longest remaining from any current Lucky Stars
Spell on Target. This only applies if Lucky Stars from the first
Spell are used to modify the Success Roll on the second.